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Chaos Bolt is the first Sorcerer-only spell. Interesting.

What I've read so far looks really good. I like the idea of Ceremony quite a bit, but some of the effects (Investiture!) might be a little overpowered.
 

Chatting with my DM about Chaos Bolt. It seems odd that higher level casting only adds a d6 instead of a d8 like the base damage. I think it's so that the odds of you getting the damage type you want and the spell jumping to another target stay the same regardless of spell level. I'm curious what people's thoughts are if this change happened.

Higher level casting added 1d8 per spell level above 1st.
Only two dice had to match in order to cause the jump.
Maybe multiple pairs allowed jumps to multiple targets? (so at 3rd level, a 2,2,4,4 damage roll would allow two targets to be picked instead of one.)
That may be a typo, or it may be because the extra damage is applied to ALL the potential targets. I favour typo.

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That may be a typo, or it may be because the extra damage is applied to ALL the potential targets. I favour typo.

Sent from my LG-D852 using EN World mobile app

UA Spells said:
If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it.
Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.
A creature can be targeted only once by this mass of chaotic energy.

You have to reroll both the attack and damage if the bolt triggers its chain ability.
 



I just now noticed Healing Elixir for Wizards and Warlocks. REALLY do not like. Steps on the cleric and Bard's toes too much. If wizards heal, it needs to come at a significant cost, not just a spell slot. Hell, that spell is better than Cure Wounds at first level! If wizards want to heal, let them do it at cost of someone else's health, or a costly component, or at the least subpar for the expenditure.
 

I find it in poor taste to ever expand what full casters can do when the non-spellcasting toolbox is never or meekly expanded. Just more things spells can do that can't be done otherwise. Jump is a first level spell, but if a fighter attempts its effects most people would set the DC to 30. The fighter should know his place though, we're all equal, some of us are just more equal than others.
 

I wonder if maybe healing elixir is really going to be an artificer-only spell but they didn't want to include artificer in the spell list, so they put it under wizard instead.
 

I find it in poor taste to ever expand what full casters can do when the non-spellcasting toolbox is never or meekly expanded. Just more things spells can do that can't be done otherwise. Jump is a first level spell, but if a fighter attempts its effects most people would set the DC to 30. The fighter should know his place though, we're all equal, some of us are just more equal than others.
I do agree with the sentiment, for a heroic fnatasy game they were too restrictive with long and high jumps compared to 3rd edition. Just like clerics and wizards have historically had territories they excelled in, the fighter should have some special abilities that the spells don't do well. Don't know what at first thought, but there should be something.
 



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